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List of Notable Handheld Game Consoles (Source
List of notable handheld game consoles (source: http://en.wikipedia.org/wiki/Handheld_game_console#List_of_notable_handheld_game_consoles) * Milton Bradley Microvision (1979) * Epoch Game Pocket Computer - (1984) - Japanese only; not a success * Nintendo Game Boy (1989) - First internationally successful handheld game console * Atari Lynx (1989) - First backlit/color screen, first hardware capable of accelerated 3d drawing * NEC TurboExpress (1990, Japan; 1991, North America) - Played huCard (TurboGrafx-16/PC Engine) games, first console/handheld intercompatibility * Sega Game Gear (1991) - Architecturally similar to Sega Master System, notable accessory firsts include a TV tuner * Watara Supervision (1992) - first handheld with TV-OUT support; although the Super Game Boy was only a compatibility layer for the preceding game boy. * Sega Mega Jet (1992) - no screen, made for Japan Air Lines (first handheld without a screen) * Mega Duck/Cougar Boy (1993) - 4 level grayscale 2,7" LCD - Stereo sound - rare, sold in Europe and Brazil * Nintendo Virtual Boy (1994) - Monochromatic (red only) 3D goggle set, only semi-portable; first 3D portable * Sega Nomad (1995) - Played normal Sega Genesis cartridges, albeit at lower resolution * Neo Geo Pocket (1996) - Unrelated to Neo Geo consoles or arcade systems save for name * Game Boy Pocket (1996) - Slimmer redesign of Game Boy * Game Boy Pocket Light (1997) - Japanese only backlit version of the Game Boy Pocket * Tiger game.com (1997) - First touch screen, first Internet support (with use of sold-separately -
The Videogame Style Guide and Reference Manual
The International Game Journalists Association and Games Press Present THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL DAVID THOMAS KYLE ORLAND SCOTT STEINBERG EDITED BY SCOTT JONES AND SHANA HERTZ THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL All Rights Reserved © 2007 by Power Play Publishing—ISBN 978-1-4303-1305-2 No part of this book may be reproduced or transmitted in any form or by any means – graphic, electronic or mechanical – including photocopying, recording, taping or by any information storage retrieval system, without the written permission of the publisher. Disclaimer The authors of this book have made every reasonable effort to ensure the accuracy and completeness of the information contained in the guide. Due to the nature of this work, editorial decisions about proper usage may not reflect specific business or legal uses. Neither the authors nor the publisher shall be liable or responsible to any person or entity with respects to any loss or damages arising from use of this manuscript. FOR WORK-RELATED DISCUSSION, OR TO CONTRIBUTE TO FUTURE STYLE GUIDE UPDATES: WWW.IGJA.ORG TO INSTANTLY REACH 22,000+ GAME JOURNALISTS, OR CUSTOM ONLINE PRESSROOMS: WWW.GAMESPRESS.COM TO ORDER ADDITIONAL COPIES OF THE VIDEOGAME STYLE GUIDE AND REFERENCE MANUAL PLEASE VISIT: WWW.GAMESTYLEGUIDE.COM ACKNOWLEDGEMENTS Our thanks go out to the following people, without whom this book would not be possible: Matteo Bittanti, Brian Crecente, Mia Consalvo, John Davison, Libe Goad, Marc Saltzman, and Dean Takahashi for editorial review and input. Dan Hsu for the foreword. James Brightman for his support. Meghan Gallery for the front cover design. -
THE VERSATILE WORKBOY Pity the Poor Gameboy. by Naming The
THE VERSATILE WORKBOY Pity the poor Gameboy. By naming the pocket-sized console the way that it did, Nintendo could have subjected the hand-held to an existence of being a game player for boys. However by packaging the ever-popular Tetris with the original Gameboy, boys and girls of all ages were quickly addicted to the falling block game that could be played anywhere. Taking the 'game' out of Gameboy wouldn't be as easy. Nintendo representatives have stressed time after time that Nintendo is strictly a game company. As can be seen by Nintendo's current stance on not offering DVD-playback on its Gamecube, Nintendo has always maintained that it is primarily a game company. To offer products that would turn the Gameboy into a device that did things other than play games would have been unthinkable. However even though Nintendo is against designing non-game applications for the Gameboy, several third party companies and gone ahead and done so; some even with Nintendo's blessings! NEC had the right idea when it didn't limit its Turboexpress to games. To prove that the Turboexpress could do more than play games, the company released a TV tuner which in effect turned the hand-held console into a portable color TV set. The high-res, back-lit Turboexpress screen was perfectly suited to display television. Unfortunately it never caught on, mainly because the Turboexpress was simply not popular. Because of its low-res, non-back-lit screen, we won't be seeing any television tuners for the Gameboy or any of its current descendents (Gameboy Color, Gameboy Advance). -
Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Tellstory a Medialogy Project About Storytelling in Handheld Games
TellStory A Medialogy project about storytelling in handheld games Medialogy - 10th semester Project period: 01-02-2010 to 16-06-2010 Supervisors: Tony Brooks & Kristoffer Jensen Student: David Lindholm Abstract This paper describes a project made to explore storytelling in a game on a hand-held platform. The application used in the test is a small game-like iPhone app, implemented using the iPhone SDK 3.2 and various other tools. The application tells two stories using two different storytelling tools: Non-player character (NPC) dialogue and pure text. To evaluate the impact of having a character there to tell the story versus just reading a screen of text, a small group of people were tested and interviewed. The results give some insight into what factors influence storytelling in a hand-held game, as well as the understanding of the story and storytelling preferences. ------------------------------ David Lindholm David Lindholm 2 of 55 Reader's manual The report is numbered with Arabic numerals, and the appendix is numbered using Roman numerals. When referencing other sections, both the section and page numbers will be listed. All figures and tables are numbered incrementally using Arabic numerals. When reading this report, any mentions of previous or earlier projects are to be understood as previous projects and project groups I have been involved in. Acknowledgements Parts of the test application relies on graphics that were reused from previous projects. Additionally, as there is a small amount of overlap between this project and previous works, parts of this report contain content also used in earlier reports. For those reasons, I would like to thank my former associates Razvan Enescu, Qiong Jia, and Nicolaj Hansen, for allowing me to continue the work that we started together. -
Videogames at the Library: Ahistoricalperspective
VideoGames at the Library: AHistoricalPerspective Gustavo Marfia∗,AlessandroAmoroso∗,MarcoRoccetti∗,GiulioBasile∗,ClaudioE.Palazzi† ∗ Dipartimento di Scienze dell’Informazione - Universit`adiBologna,Italia Email: {amoroso, marfia, roccetti}@cs.unibo.it † Dipartimento di Matematica Pura e Applicata - Universit`adegli Studi di Padova, Italia Email: [email protected] Abstract —We present an overview or the video games available at the Film Library of Bologna. This institution, in collaboration with the University of Bologna, has a whole collateral branch dedicated to the video games, as they can be considered a recreational activity somehow related to movies. This collection of video games conceptually starts from the ones that are strictly connected to movies, and then expands to a wider class of video games. A video game could be related with a movie either as its direct inspiration, its prequel or collateral plot, or also be created as a direct consequence of that movie. The expansion of the collection available in the Library includes a historical set of video games. In this paper we discuss the historical perspective of the relationship between technology and video games, providinga complete historical view of the video games by means of the titles and the consoles available in the Library. Several dedicated consoles are still in working conditions and could be used by the visitors of the Library. I. INTRODUCTION The collection of the Play Room of the Film Library of Bologna contains about 2000 video games, whose releases Fig. 1. Temporal distribution of games available at the Library with respect to the hardware platforms range from 1979, till the present date. -
SOFTWARE LIST SNAPSHOTS(Update 20210815)
SOFTWARE LIST SNAPSHOTS (update 20210815) The most largest collection of snapshots for MAME ™ - Latest version: 0.234 TOTAL SETs PARENTs DEVICEs TOTALs MAME Machines : 38.293 12.944 5.309 43.675 MAME Software List : 123.542 0 13/03/1900 00:00 SETs added in in this version 92 Total pS's snapshots: 122.760 All progetto-SNAPS site resources: 203.966 REASSUMED DETAILED ACTUAL SET DEL NEW UPD for 0.234 MAME MESS on-line THIS UPDATE P 1.834 1 0 3.325 3.004 303 ArtPreview 25 0 25 C 1.516 3.350 P 663 2 0 1.710 Bosses 5 0 5 C 1.052 1.715 P 3.839 3 1 6.550 3.553 3.034 Cabinets 0 0 0 C 2.710 6.549 P 2.374 4 0 3.150 2.533 627 Control Panel 0 0 0 C 776 3.150 5 Covers (SL) 0 0 0 0 10.350 SL 10.350 6 Devices 2 0 0 0 1.960 1.958 P 1.019 7 1 1.190 Ends 11 18 29 C 181 1.200 P 3.747 8 0 5.094 4.598 512 Flyers 0 0 0 C 1.347 5.094 P 3.593 9 0 8.475 GameOver 75 1 76 C 4.957 8.550 P 865 10 0 2.050 HowTo 25 1 26 C 1.210 2.075 P 15.958 11 (EXTENDED) 6 37.480 29.046 3.260 Icons 0 0 0 C 21.516 37.474 P 1.132 12 0 3.200 Logo 50 1 51 C 2.118 3.250 P 2.079 13 1 2.800 1.997 792 Manuals 0 0 0 C 720 2.799 14 Manuals (SL) 0 0 0 0 2.140 SL 0 2.140 P 3.454 15 6 4.550 3.419 1.142 Marquees 0 0 0 C 1.090 4.544 P 2.194 16 6 3.144 2.562 576 PCB 0 0 0 C 944 3.138 P 2.764 17 0 7.775 Scores 75 1 76 C 5.086 7.850 P 2.103 18 0 5.085 Select 40 1 41 C 3.022 5.125 P 11.892 19 4 43.185 33.516 4.452 Snap 294 22 316 C 31.583 43.475 20 Snap (SL) 7 175 3 178 43.026 SL 167 43.193 P 11.892 21 4 43.185 33.516 4.452 Titles 294 23 317 C 31.583 43.475 22 Titles (SL) 7 170 2 172 40.568 SL 162 40.730 -
New Joysticks Available for Your Atari 2600
May Your Holiday Season Be a Classic One Classic Gamer Magazine Classic Gamer Magazine December 2000 3 The Xonox List 27 Teach Your Children Well 28 Games of Blame 29 Mit’s Revenge 31 The Odyssey Challenger Series 34 Interview With Bob Rosha 38 Atari Arcade Hits Review 41 Jaguar: Straight From the Cat’s 43 Mouth 6 Homebrew Review 44 24 Dear Santa 46 CGM Online Reset 5 22 So, what’s Happening with CGM Newswire 6 our website? Upcoming Releases 8 In the coming months we’ll Book Review: The First Quarter 9 be expanding our web pres- Classic Ad: “Fonz” from 1976 10 ence with more articles, games and classic gaming merchan- Lost Arcade Classic: Guzzler 11 dise. Right now we’re even The Games We Love to Hate 12 shilling Classic Gamer Maga- zine merchandise such as The X-Games 14 t-shirts and coffee mugs. Are These Games Unplayable? 16 So be sure to check online with us for all the latest and My Favorite Hedgehog 18 greatest in classic gaming news Ode to Arcade Art 20 and fun. Roland’s Rat Race for the C-64 22 www.classicgamer.com Survival Island 24 Head ‘em Off at the Past 48 Classic Ad: “K.C. Munchkin” 1982 49 My .025 50 Make it So, Mr. Borf! Dragon’s Lair 52 and Space Ace DVD Review How I Tapped Out on Tapper 54 Classifieds 55 Poetry Contest Winners 55 CVG 101: What I Learned Over 56 Summer Vacation Atari’s Misplays and Bogey’s 58 46 Deep Thaw 62 38 Classic Gamer Magazine December 2000 4 “Those who cannot remember the past are condemned to Issue 5 repeat it” - George Santayana December 2000 Editor-in-Chief “Unfortunately, those of us who do remember the past are Chris Cavanaugh condemned to repeat it with them." - unaccredited [email protected] Managing Editor -Box, Dreamcast, Play- and the X-Box? Well, much to Sarah Thomas [email protected] Station, PlayStation 2, the chagrin of Microsoft bashers Gamecube, Nintendo 64, everywhere, there is one rule of Contributing Writers Indrema, Nuon, Game business that should never be X Mark Androvich Boy Advance, and the home forgotten: Never bet against Bill. -
Should You Buy the Nintendo Switch?
Should You Buy the Nintendo Switch? By Nathaniel Evans I have been playing Nintendo consoles since I was 6 years old. I first played games offered by Nintendo Game Boy Advance and, as the years went by, I moved on to the Nintendo Ds then the Nintendo Wii. I own every single console ever made by Nintendo, except the Nintendo Wii-U because it would have been redundant. Having been a huge Nintendo fan my entire life and based on my experience with the consoles, I can attest that the Nintendo Switch is well worth the money and just may be the best console that they have ever produced. If you have not bought a Nintendo Switch yet, allow me to share with you why I did. The Nintendo Switch is not any run of the mill console. Yes, it outputs video of your games to a television just like any other console, but it has one added benefit, portability. Haven’t you ever wanted to just take your PS4 or Xbox One anywhere at any time, but cannot because it must be tethered to a television at all times? Well, the Switch has you backed up since the Switch not only outputs to a television screen, but it is also a tablet that allows you to play video games anywhere and at any time on the built in screen. Ever notice how creative Nintendo’s hardware is compared to the competition? They were one of the first to have an analog stick fully integrated into a console in the 90s on the Nintendo 64, they were the first to fully integrate motion control gaming into a console with the Wii, and in the recent past, they were the first to make a console that is fully portable and still have it pack a graphics punch. -
Openpandora Emulator Fact Sheets
Release 1 (Zaxxon) OpenPandora Hotfix 5 Emulator Fact Sheets by Yoshi Version 0.7 1 Table of contents Emulator System Page Getting started 3 Dega Sega Master System 4 DOSBox IBM PC Compatible 5 FBA Arcade 6 GnGeo SNK Neo Geo 7 GnuBoy Nintendo Game Boy Color 8 gpFCE Nintendo NES 9 gpFCE GP2X Nintendo NES 10 gpSP Nintendo Game Boy Advance 11 Handy Atari Lynx 12 HAtari Atari ST 13 HuGo NEC PC Engine / TG-16 14 MAME4ALL Arcade 15 Mednafen NGP SNK Neo Geo Pocket Color 16 Mednafen PCE NEC PC Engine / TG-16 / CD 17 Mupen64plus Nintendo 64 18 PanMAME Arcade 19 PCSX ReARMed Sony Playstation 20 PicoDrive Sega Mega Drive / Genesis / CD / 32X 21 PocketSNES Nintendo SNES 22 RACE SNK Neo Geo Pocket Color 23 Snes9x4P Nintendo SNES 24 Temper NEC PC Engine / TG-16 / CD 25 UAE4ALL Commodore Amiga 26 VICE Commodore C64 27 Quick Reference 28 2 Getting started Setup your SD Card (if you want to use Yoshi‘s Emulator Pack) If you already have a /pandora directory on your SD card, rename it to /pandora_orig . You can 1. also merge selected directories manually instead. Copy the the /pandora folder from Yoshi‘s Pandora Emulator Pack to the root directory of your 2. SD card. All Pandora applications (.pnd) are in /pandora/apps by default. Copy the BIOS and ROM files according to the fact sheets. These files are not included in the 3. emulator pack. SD Card Directory Structure /pandora /appdata Application, ROM and BIOS data /apps Pandora applications appear on desktop and both menus /desktop Pandora applications appear on desktop /menu Pandora applications appear -
(12) Ulllted States Patent (10) Patent N0.: US 8,157,654 B2 Link (45) Date of Patent: Apr
US008157654B2 (12) Ulllted States Patent (10) Patent N0.: US 8,157,654 B2 Link (45) Date of Patent: Apr. 17, 2012 (54) HAND-HELD VIDEO GAME PLATFORM 2 lg; gl?almilz’a , , re er1 sen EMULATION 5,095,798 A 3/1992 Okada et al. 5,134,391 A 7/1992 Okada (75) IHVeHIOII Patl‘lck J- Llllk, Camatlon, WA (Us) 5,153,577 A * 10/1992 Mackey et a1, ,,,,,,,,,,,,, ,, 345/639 5,184,830 A * 2/1993 Okada et al. (73) Assignee: Nintendo Co., Ltd., Kyoto (JP) 5,265,888 A 11/1993 Yamamoto et al. 5,282,621 A * 2/1994 Tseng ( * ) Not1ce.~ . Subject'~ to any d1scla1mer,~ ~ the term ofth1s- 5,395,1125,300,944 A 4/19943/l995 DarlingShapiro et al. patent 15 extended or adjusted under 35 _ U.S.C. 154(1)) by 1258 days. (Commued) (21) APPL NO; 10/690,818 FOREIGN PATENT DOCUMENTS EP 0 960 637 12/1999 (22) Filed: Oct. 23, 2003 (Continued) (65) Prior Publication Data OTHER PUBLICATIONS Us 2004/0157664 A1 Aug. 12, 2004 Z80-68K-vl50 Z80 Engine Written in 68020 assembler for inclusion in C/C++ projects, Written by Gunter Woigk, dated Dec. 25, 1999* Related US. Application Data (62) D1v1s1on_ _ _ of appl1cat1on_ _ No. 09/723,322, ?led on Nov. (Continued) 28, 2000, HOW Pat- NO- 6,672,963 Primary Examiner * Dmitry Suhol 51 I t Cl A sslslanl' Exammer ' * D av1'd D u ffy ( ) An6éF M4 (2006 01) (74) Attorney, Agent, or Firm 4 Nixon & Vanderhye RC. (52) US. Cl. ................. .. 463/43; 463/1; 463/44; 463/45 (57) ABSTRACT (58) Fleld of Classl?catlon Search """ A software emulator for emulating a handheld video game See application ?le for complete search histaorsy. -
A Survey on Handheld Gaming Console
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 06 Issue: 02 | Feb 2019 www.irjet.net p-ISSN: 2395-0072 A Survey on Handheld Gaming Console Rohan Said1, Swapnil Patil2, Deepak Jaiswar3, Jasmeet Singh4, Pravin Hole5 1,2,3,4B.E. Computer Engineering, Dept. of Computer Engineering, Terna Engineering College, Maharashtra, India 5Professor, Dept. of Computer Engineering, Terna Engineering College, Maharashtra, India ---------------------------------------------------------------------***---------------------------------------------------------------------- Abstract – Nowadays students are fascinated by computer renderer for 2D graphics, a physics engine or collision and console video games. Computer game-based learning has detection and collision response, sound, scripting, gained increasing acceptance and has been applied as an animation, artificial intelligence, networking, streaming, option to classroom lecturing. The creation of games needs memory management, scene management, and may include plenty of knowledge data and skill. These days there exists video support for cinematics [1]. plenty of frameworks that permits developers to make the games in quicker and easiest method. This work presents the The process of game development is often economized, in approach of making screen scrolling 2D game while not large part, by reusing/adapting the same game engine to victimization existing platforms (box2d, unity2d). The create different games or to make it easier to port games to essential plan is to however to create game level with Tile Map multiple platforms. and the way to implement physics like jumping, free falling Components of game engine are as follows, and running. This paper is focused on creating the gaming engine for embedded devices with collision detection and 2D 1)Input Manager graphics.